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Mark audio code which is the same in re3 as done
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@ -239,27 +239,26 @@ public:
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bool ShouldDuckMissionAudio(uint8 slot) const;
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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uint8 counter, bool notLooping); //done
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void AddReflectionsToRequestedQueue();
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void AddReleasingSounds();
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void AddSampleToRequestedQueue();
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void AgeCrimes();
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void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
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void AddReflectionsToRequestedQueue(); // done
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void AddReleasingSounds(); // done
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void AddSampleToRequestedQueue(); // done
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void AgeCrimes(); // done (inlined in vc)
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void CalculateDistance(bool &condition, float dist); // done
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bool CheckForAnAudioFileOnCD() const;
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot);
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void ClearMissionAudio(uint8 slot); //done
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void ClearRequestedQueue();
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const;
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(eAudioType type, void *entity);
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int32 CreateEntity(eAudioType type, void *entity); // done
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id);
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void DestroyEntity(int32 id); //done (inlined in vc)
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void DoPoliceRadioCrackle();
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// functions returning talk sfx,
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@ -271,43 +270,41 @@ public:
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char *Get3DProviderName(uint8 id) const;
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uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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int8 AutoDetect3DProviders() const;
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int8 AutoDetect3DProviders() const; // done
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const;
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float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const; //done
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float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
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int32 GetJumboTaxiFreq() const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const;
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uint8 GetNum3DProvidersAvailable() const; // done
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int32 GetPedCommentSfx(CPed *ped, int32 sound);
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void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
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bool HasAirBrakes(int32 model) const; // done
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void Initialise();
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void Initialise(); // done
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities();
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bool IsAudioInitialised() const;
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bool IsMissionAudioSampleFinished(uint8 slot);
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bool IsMP3RadioChannelAvailable() const;
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bool IsMP3RadioChannelAvailable() const; // done
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, int16 sound, float vol);
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, int16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlayerJustGotInCar() const; // done
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void PlayerJustLeftCar() const; // done
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown(); // done
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void PreInitialiseGameSpecificSetup() const; // done
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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@ -375,11 +372,10 @@ public:
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void ProcessExtraSounds(); //done
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int32 RandomDisplacement(uint32 seed) const;
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void ReacquireDigitalHandle() const;
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void ReleaseDigitalHandle() const;
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
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float collisionPower, float intensity2);
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void ReportCrime(int32 crime, const CVector *pos);
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void ReacquireDigitalHandle() const; // done
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void ReleaseDigitalHandle() const; // done
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
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void ReportCrime(int32 crime, const CVector *pos); // done
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void ResetAudioLogicTimers(uint32 timer);
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void ResetPoliceRadio();
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void ResetTimers(uint32 time);
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@ -394,7 +390,7 @@ public:
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetMP3BoostVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, uint8 status);
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void SetEntityStatus(int32 id, uint8 status); //done
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const;
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@ -725,7 +725,7 @@ cAudioManager::AgeCrimes()
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{
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for (uint8 i = 0; i < ARRAY_SIZE(m_sPoliceRadioQueue.crimes); i++) {
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if (m_sPoliceRadioQueue.crimes[i].type != CRIME_NONE) {
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if (++m_sPoliceRadioQueue.crimes[i].timer > 1500) m_sPoliceRadioQueue.crimes[i].type = CRIME_NONE;
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if (++m_sPoliceRadioQueue.crimes[i].timer > 1200) m_sPoliceRadioQueue.crimes[i].type = CRIME_NONE;
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}
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}
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}
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